Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.

Adjusted the base price of all resources to reflect value of goods and rarity.

Increased range of sensors.

Increased max possible number of satellite objects around planets

Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.

Significantly increased weapon damages across the board

Reduced missile launch fire rate. there will be a longer delay between fire sets.

Doubled the health of Kinetic Field Generators.

Doubled Reactor output

Doubled Capacitor Recharge rate

Tweaked galaxy generation so that system links are a little closer together.

Fixed

Fixed name reversal for Drone Launch Platforms

Fixed name reversal for Drone Enhancers

Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.

Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.

Adjusted the base price of all resources to reflect value of goods and rarity.

Increased range of sensors.

Increased max possible number of satellite objects around planets

Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.

Significantly increased weapon damages across the board

Reduced missile launch fire rate. there will be a longer delay between fire sets.

Doubled the health of Kinetic Field Generators.

Doubled Reactor output

Doubled Capacitor Recharge rate

Tweaked galaxy generation so that system links are a little closer together.

Fixed

Fixed name reversal for Drone Launch Platforms

Fixed name reversal for Drone Enhancers

Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.

We ran into a snag with the mission editor relating to a problem with the Steam Workshop User Generated Content API. as soon as we have that resolved we will release the mission editor as a stand alone tool (windows only). We anticipate this being early to mid next week.

Today marks the release of Kinetic Void, we have officially completed all listed features planned from development. This however is not the end of development for Kinetic Void! We have a long list of additional features we want to continue to add to the game and release in monthly content updates. Check them out here.

The public release of the mission editor will be out in a couple days as well as workshop support for it.

I want to thank everyone that helped make this possible, our Kickstarter backers, and our Steam Early Access community, we couldn't have done this without you. Rest assured there is more to come but at this point we feel that we have grown past the point of Early Access.

Initial faction standings are now affected by faction traits as set in their config text file. Diplomats and War mongers hate each other. Everyone hates pirates.

Changed how armor resists are calculated to prevent stacking small plates for large resist values. Armor resist values are now an average of equipped plates with that resist value. Adding two plates with Kinetic resist of 25 will result in a total Kinetic resist of 25, a 10 and a 15 would result in 12.5. Durability bonus on armor plates is still summed as before.

In shipyard, hitting enter while focus is on the ship name field will trigger a save.

Fixed

General stability improvements.

Fixed an issue with the Drone Recalls

Fixed an instance when you could recall more drones than you had deployed.

Fixed the death message in Sector that was not sending the player back to the Shipyard when the button was clicked.

Fixed a bug with Linux/Mac that would cause ships not to spawn.

Fixed a bug with Linux not receiving their Starter Ships when creating a new Galaxy.

Fixed an issue where armor resistance percentages could go above 100%

Fixed a bug with the player’s force field material

Fixed a bug with how turrets were checking for targets within their vertical arc. This fix will most noticeable improve the behavior of 360 degree turrets.

Fixed a bug with radar.

Fixed several spelling errors.

Fixed an issue when loading in older ships that would throw errors regarding subsystem capacity.